billp@ISM780.UUCP (07/17/85)
<< Serve this line with your favorite Troll Helper >> Ok, folks. I guess by now I've gotten a reputation for being an anti-D&D so-and-so with nothing reasonable to contribute, but I'd like none-the-less to redeem myself with those who are truly interested in good fantasy role-playing fun. Reiher's comments in net.movies did not dissuade me from seeing MAX MAD III the other night in Westwood and the movie made me wonder about the stories that could be roly-played in similar "universes". For those of you who are unfamiliar with the MAD MAX serials, the stories take place in a post-nuclear-holocost Australia where people and civilization have been somewhat reduced by the lingering effects of fall-out and the scarcity of "modern" resources such as fuel for your dune buggy (if your fortunate enough to have one) or ammo for your pistol. As a result, the living conditions can often make the Middle Ages look pleasant. To me, it looks like the perfect setting for some rip-roaring FRPing. Now for the questions: a) Considering that such a game would be played with a hodgepodge of technology, what combat rules would you use? b) I always use C&S as my first cut for defining my fantasy worlds, but here it hardly seems appropriate except for the parts that slide back to feudalism. What sources do you folks recommend? c) How many of you think you would find such a setting challenging enough to be played without magic? If not, please consider why and tell us. d) Finally, since there's been a lot of speculative fantasy/science fiction written about this sort of universe and the problems inherent therein, what other literary sources might be considered for defining the basic MO of this world? I know that many of you are sufficiently well read and experienced FRPers that you're ideas will benefit the frp genre if posted here, but for those who just wish to give basic answers (i.e., a=RQ, b=traveller,c=yes,d=_Frostword and Dreamfire_ by Morresy(?)) please send them to me and I shall summarize the answers to the net. G'day, Bill Putnam UUCP: ucbvax!ucla-cs!ism780!billp USPS: INTERACTIVE Systems Corp. 2401 Colorado Ave, 3rd floor Santa Monica, CA 90404 (`: If I wanted you opinion I'd have beat it out of you! :')
sas@leadsv.UUCP (Scott Stewart) (07/19/85)
In article <28700008@ISM780.UUCP>, billp@ISM780.UUCP writes: > Reiher's comments in net.movies did not dissuade me from seeing MAX > MAD III the other night in Westwood and the movie made me wonder > about the stories that could be roly-played in similar "universes". > For those of you who are unfamiliar with the MAD MAX serials, the > stories take place in a post-nuclear-holocost Australia where people > and civilization have been somewhat reduced by the lingering effects > of fall-out and the scarcity of "modern" resources such as fuel for > your dune buggy (if your fortunate enough to have one) or ammo for > your pistol. As a result, the living conditions can often make the > Middle Ages look pleasant. > > To me, it looks like the perfect setting for some rip-roaring > FRPing. Now for the questions: > I seem to screw up using mail so I'll respond here. For some post-halocaust role playing try the following games. (The first game I own, the other three I've seen at stores and looked at their descriptions. 1) Gamma World - produced by TSR. This game takes place sometime after the 25th century. The world was devasted by nucleur and chemical war brought on by Terrorism and Social Upheaval. Most communities are primitive and know nothing of how to use the technology of their ancestors, what little still works. Powerful mutants run rampant. The game is basically fantasy sf. There are major advances in robots, computers, transportation, and weoponery from today, which your characters must contend with and figure out. Mutations, both physical and mental, range from defensive to highly aggressive. (I've heard TSR has discontinued this product, but Gary Gygax was going to take it over on his own.) 2) Aftermath - produce by Fantasy Games (I believe). This game takes place after a nucleur war in the not to distant future. This game is supposed to be more hard-core sf. Some mutants run around, but they are based more on the possible effects of radiation. (This is by the same people who brought us Space Opera, a game of far to complexity to play for my taste)> 3) The Morrow Project - A Dr. Morrow knew of the upcoming nucleur war. He gather together groups of specialist and put them into cryogenic sleep, to be awakened the bombs dropped. Their job, restore society. Another hard-core sf game that takes place about the turn of the century. 4) Twilight 2000 - produced by Games Designers Workshop. Society has collapsed from a long war. Players are members of a army unit which fought in the war in Europe. Fuel is practically non-existant and the world governments have no power. Intel- ligence agencies are still working, such as the CIA and KGB, but are independant. This game doesn't seem to have any real sf in it, but is more of speculative future. (From the people who bought you Traveller.) Hope these give you some ideas. Scott A. Stewart LMSC
jeffh@brl-tgr.ARPA (the Shadow) (07/26/85)
> For those of you who are unfamiliar with the MAD MAX serials, the > stories take place in a post-nuclear-holocost Australia where people > and civilization have been somewhat reduced by the lingering effects > of fall-out and the scarcity of "modern" resources such as fuel for > your dune buggy (if your fortunate enough to have one) or ammo for > your pistol. As a result, the living conditions can often make the > Middle Ages look pleasant. > > To me, it looks like the perfect setting for some rip-roaring > FRPing. Me too. > a) Considering that such a game would be played with a > hodgepodge of technology, what combat rules would you use? > b) What [gaming/background] sources do you folks recommend? I'll answer these two together: Aftermath (FGU): This is one of the few attempts at making a good post-holocaust RP. It suffers from the same problem as most of FGU's other stuff -- rules overload. However, the game does provide the flexibility and wide technological range needed for such a campaign. It also has two modules available for (you guessed it) Australia. The first of these is quite interesting with a wealth of detail, some interesting people, but not a lot of plot (i.e. things to do). I would only try this game with an experienced gaming group, but we could have a lot of fun with it. HERO system: "What?" you ask, "isn't that Champions?" Well, yes it is, but if you use weapons and skills from Justice, Inc. and medieval weapons from their new fantasy game (don't own it yet -- my game store doesn't have it), you could put together most everything you needed for this campaign. This would be my first choice for most gaming situations. The most diffcult thing would be to create the world, but with all you experienced gamers out there, that isn't a problem, right? ICE system: One could also piece together a good world using Rolemaster and Space Master, although that might be a little harder, since those games have little emphasis on modern-day equipment (e.g. dune buggies). GAMMA WORLD: I only play this when I don't want a serious cam- paign, but it can be fun for comic relief. > c) How many of you think you would find such a setting > challenging enough to be played without magic? I find that gaming *without* magic is usually more challenging. After all, when you're dead, that's it. No Clerics to resurrect you or gods to reincarnate you. Magic in the hands of a novice is probably the fastest way way ever invented to unbalance a game. > d) ... what other literary sources might > be considered for defining the basic MO of this world? Well, only two of these follow *nuclear* devastation, but they are all end-of-civilization-as-we-know-it stories. ALAS, BABYLON by Pat Frank BANDER SNATCH by Kevin O'Donnell Jr LUCIFER'S HAMMER by Niven & Pournelle Operation: ARES by Gene Wolfe PRELUDE TO CHAOS by Edward Llewellyn the SURVIVALIST series by Jerry Ahearn (who? me? read serial garbage? Nooooo, Never!!) WORLDS APART by Joe Haldeman > (`: If I wanted you opinion I'd have beat it out of you! :') ooh, ow, argh! [smack, bang, thump] <-- simulated background noises "They were killing you ... with SHOES!?!" "Have *you* ever been hit by a flying Saddle Oxford?" the Shadow ARPA: <jeffh@brl> UUCP: {seismo,decvax}!brl!jeffh
alex@warwick.UUCP (Frank N Furter) (08/04/85)
One of the most enjoyable rolegaming campaigns I have played in, was a post-holocaust setting. Though the campaign has now sadly deceased, some of its features might be of interest. The basic setting was drawn from post-holocaust Moorcock (Ice Schooner et al), with a basically Renaissance level of technology. Quite naturally, there were quite a number of hangovers from the 'previous age' - flame throwers, balloons etc. Magic was present; it being what replaced technology after the bang. Society was basically Renaissance Europe in structure (so was the geography!). The point about such a set-up was that weather, social organisation and so forth are easily related to by the players. A game set in a non European climate - equitorial say - is very difficult for European (or American) players to understand. The 'system' was very much freeform, but did require a large amount of GM panache to make it work. Very Moorcock and Peake in feel. The game was more 'fun' than 'serious' - though no worse or better for that. All the other responses to Bil Putnam's original posting were on the line of "these systems and backgrounds exist". What this was, was "I ((the GM, not myself)) have got the imagination to make my own background and system, so let's do it !" Hope this has been of (at least some) interest. --Alex P.S. Can I heartily recommend balloons to add spice to your campaign. They can really be an incerdibly fun thing, even if you do have to pre-empt the date of their invention a bit. -- Life is an illusion, being awake doubly so. ... mcvax!ukc!warwick!asz